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source/soundmanager/ISoundManager.h
Show First 20 Lines • Show All 43 Lines • ▼ Show 20 Lines | public: | ||||
virtual void SetActionGain(float gain) = 0; | virtual void SetActionGain(float gain) = 0; | ||||
virtual void SetUIGain(float gain) = 0; | virtual void SetUIGain(float gain) = 0; | ||||
virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0; | virtual void PlayAsUI(const VfsPath& itemPath, bool looping) = 0; | ||||
virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0; | virtual void PlayAsMusic(const VfsPath& itemPath, bool looping) = 0; | ||||
virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0; | virtual void PlayAsAmbient(const VfsPath& itemPath, bool looping) = 0; | ||||
virtual void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound) = 0; | virtual void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound) = 0; | ||||
virtual void AddAmbientEmitter(const VfsPath& groupPath, CVector3D& sourcePos, entity_id_t source) = 0; | |||||
virtual void RemoveAmbientEmitter(entity_id_t source) = 0; | |||||
virtual void UpdateAmbientEmitterPosition(entity_id_t source, CVector3D& sourcePos) = 0; | |||||
virtual bool InDistress() = 0; | virtual bool InDistress() = 0; | ||||
}; | }; | ||||
extern ISoundManager* g_SoundManager; | extern ISoundManager* g_SoundManager; | ||||
#endif // INCLUDED_ISOUNDMANAGER_H | #endif // INCLUDED_ISOUNDMANAGER_H | ||||
Wildfire Games · Phabricator